Stellaris

Stellaris

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All These Worlds 2.0
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22 Dec, 2023 @ 12:53pm
5 Feb @ 7:41am
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All These Worlds 2.0

Description
All these worlds ... are yours!
This is a stand-alone mod for Stellaris 3.14.
I started this as an update to my Lite version, but was so satisfied with the progress that I expanded it to include almost all the content I had on the larger mod, in a way that works better with vanilla content and probably other mods as well.

This does bring some bigger changes to vanilla than my Lite version, so Lite will remain as a separate mod, I may even make an update to it soon to make some improvements without changing it too much.

Please remember, this is not a Planetary Diversity alternate, you only get 9 homeworld options like in vanilla, plus a few more in new Origins. I also recommend using Planetary Diversity's Planet View sub-mod for the enlarged planet portraits OR UI Overhaul Dynamic.



The main purpose of this mod is to add variety to the galaxy, while also changing a few vanilla features, like the planet class names and descriptions and new random star systems which includes unary, binary and trinary systems, as well as empire and pre-FTL home systems.

Habitable worlds, like in my Lite mod, have a Biosphere modifier representing the average level of the planet's vegetation density, from Barren to Dense and also Aquatic for submerged environments. Each of these modifiers increase or reduce some worker production types.

Habitability is more dynamic, because it is now linked to the Biosphere. When you pick a homeworld class, your species will have a preference for your homeworld's biosphere, and you will get a 15% bonus to habitability on any world with the same Bio, which is reduced to 5% if its close but not the same, or negative 10% if its too different. Species with the Aquatic trait will get a negative 20% on a world with a surface Bio, but they can colonize underwater even in Terrestrial worlds (Sub-terrestrials will come soon) at the cost of a district reduction. Base habitability has been adjusted, primary is 65%, secondary is 45, tertiary 30, Nuked is 20%. Gaias are no longer ideal, but start at 80% for everyone except Nuked (45) and Life seeded (100). This will be tweaked if necessary.



The 9 main vanilla habitable classes have been renamed, you will find Terrestrial planets, Sub-terrestrial, Oceanic, and Sub-oceanic, Gaias are now Super-terrestrial. The uninhabitables have also been renamed, you will find Telluric planets, Cratered, Magma, Toxic, Panthalassic and Gaseous.

Each of these types of planets may result in more than one planet class, converted at game-start semi-randomly, Tellurics may result in the Mars-like Dusty class, or Io-like Volcanic, or Europa-like Frozen. Gaseous may give you one of several Gas-giants, Hot-giants or Ice-giants, etc. During the conversion process the planet receives an Atmosphere modifier which is also responsible for changing the color of the entity's atmosphere, as well as another modifier that identifies the class name and description.

As for the habitables, the 3 climate tags remain, although slightly renamed, so there are Temperate Terrestrials, Sub-terrestrials and Oceanics, Dry Terrestrials, Sub-terrestrials and Sub-oceanics, and Frigid Terrestrials, Sub-terrestrials and Sub-oceanics. Each of this planet types may give you one or more possible classes, and many classes have 2 or 3 possible Biospheres.

Uncolonized worlds will show an orbital render in the planet view screen, but once colonized this render is changed to the surface art (in most cases artwork from Planetary Diversity kindly authorized by Gatekeeper) reflecting both the planet class and the biosphere present. Terraforming is mostly unchanged from vanilla, a new script has been added which picks a resulting planet class based on your species biosphere preference, so if you terraform a Dry Terrestrial into a Temperate Terrestrial, you will get one of the Temperate Terrestrial classes with the same Biosphere level as your homeworld if possible, or one close to it.

The Tomb world has also been renamed to Marginal, however any nuked planet generated at game start or after will default to the Tomb class, while the mod's script will convert a number of uninhabitable worlds during galaxy generation into Marginal worlds of different classes. These are meant to be planets with lower habitability, as low as the Tomb world, however they may have a biosphere that may or may not give habitability bonus.

All these world classes, both habitable and uninhabitable, each with their own art and textures, are included without adding a single new planet class to the code, they are just scripts which spawn different modifiers and modify the textures linked to those modifiers. This is a big improvement over my previous mods because it should keep a high level of compatibility with vanilla events and even other mods.



I should keep making updates to ATW 2.0, and have plans for sub-mods that will introduce further changes to vanilla mechanics. These sub-mods will be identified as 2.1 if they only require 2.0, or 2.2 if they require 2.0 and all 2.1 sub-mods as well. But I don't want to make this a promise, the game is getting old and so am I.

I invite you to visit my Patreon[www.patreon.com] page where I post info about what I'm up to, most of the content is open and not behind a pay-wall.
[www.patreon.com]



All surface environment portraits are from Gatekeeper's Planetary Diversity and used with permission.

All planet textures (including the uninhabitable orbital renders) except vanilla and the Martian variants from PD are original works by Chris Adamek, author of the Starlight Universe book series which you can find on Amazon and his own website here:
https://www.starlight-universe.net

This project would not be possible without either of them.

Translations:

Simple Chinese by 卡尔文迪斯梅特.
Italian by Rahl81.

Sub-mods:
Clear Textures
ATW Extended

Please rate this mod if you like it.


FAQ (Frequent Annoying Questions):

Is this compatible with Planetary Diversity? No, both mods change planets
Is this compatible with Realspace? No, both mods change star systems
Is this compatible with Gigastructures? Probably yes, but I don't use it so I did not test for any unwanted effects
356 Comments
Lex Peregrine  [author] 5 May @ 6:25am 
Currently the mod is probably incompatible with 4.0. I will be analysing what works and what doesn't during the week. Depending on how complex it is to fix everything, I may decide on a full or partial update, or no update at all and focus on a new version of Lite.
Another option on the table is to leave 2.0 and 2.1 as they are for people who will stick with 3.14, and work on a new updated version. Possibly the new Lite I mentioned, with future add-ons to bring back features of the other mods.
Lex Peregrine  [author] 21 Apr @ 8:50am 
Afraid not. A compatibility patch would be simple enough to overwrite my change to the defines file, but I'm not making anything more before the next update comes.
Kido Virp 19 Apr @ 10:37pm 
Legendary worlds*
Kido Virp 19 Apr @ 10:36pm 
I use mod Legendary planets, it has some planets with habitability blockers, so to make tham better i need to colonize 20% planet, and than remove blockers. Can I colonize planets with less than 40% habitability?
jacknife11480 5 Mar @ 2:25am 
Would this run with planetary Diversity?
Lex Peregrine  [author] 13 Feb @ 1:53am 
That sounds good!
Daedwartin 11 Feb @ 12:53pm 
I argue that you jshould just let subterraneans be able to go on as is. Its directly shown thats its actually possible for cave dweller species to straight up just evolve on planets that dont have life on their surface. When terraforming terraforming candidates, its actually rarely possible to find out that quite surprisingly that the planet is in fact already inhabited by a decently advanced machine age primitive species.

I'm pretty certain that we can consider marginal worlds are even more habitable than even the most habitable of terraforming candidates, even the harsh ones, so letting them do so with much less issue is actually in line with how they are actually shown to function.
Lex Peregrine  [author] 5 Feb @ 10:34am 
Yea I need to take a look at the subterraneans. But even when using standard origin and traits, eventually every marginal world is colonizable. Maybe I'll come up with a different mechanic for colonizing marginal worlds in the future, first I'm interested in finding out how the next update will mess with my mod.
Despicable Neutral 5 Feb @ 9:20am 
Ahh, okay!

Speaking of limiting marginal world colonization, I just tried an empire with the Subterranean origin and Noxious pop traits. This combination allowed me to colonize marginal worlds with 80% habitability from the start of the game!

Since this is mostly a feature of the Subterranean origin, maybe replacing its minimum habitability effect for something like... "crust/mantle quality" planetary modifiers for subterranean-trait pops?
Lex Peregrine  [author] 5 Feb @ 7:48am 
Updated. Since this mod already overwrites 00_planet_classes, it was a simple fix of adding a modifier to the shattered ring so it has a minimum habitability of 40%. Clearing the blockers will increase habitability but I did not check if you only see a difference after clearing the 1st or 2nd blocker. No new game is necessary to see the changes.
Maybe the 40% habitability makes the origin a bit easier, but it is the only way if we want to avoid the solution of removing the 40% minimum for colonization feature which helps to limit marginal world colonization.